Thursday, January 5, 2012
Towers 2012
Not sure how it's been so long since I posted something... Revisited an old piece that I never ended up finishing. Thanks to #SWTOR for the inspiration. 3DS Max and Photoshop.
Tuesday, October 25, 2011
Scarecrow 2011
All finished up I think. In time for Halloween too. I couldn't help thinking of how he'd act in a game, so much of what you see in the scene is dedicated to that. A constant hay trail underfoot for example, and crows as his minions to do his bidding. Anyway hope you like it was a fun one to do. Thanks to The Secret World for some inspiration!
For those interested, 1 map for his body, 1 for his head, and one (small one) for the hay. 3DS Max, Zbrush, and Photoshop were used.
For those interested, 1 map for his body, 1 for his head, and one (small one) for the hay. 3DS Max, Zbrush, and Photoshop were used.
Labels:
bap3d.com,
brent pedersen,
corn,
halloween,
jack o lantern,
raven,
scarecrow,
tsw
Thursday, October 13, 2011
October is Here (Now in 3D!)
Figured I'd go ahead and just make my concept come to life. Still some clean up to be done (more like a dirt pass), details to add (fingers aren't even textured yet), and the rig to clean up (not a terrible amount of pinching considering, but he's not animated either)...
All this was done in a day (off and on), so I'm fairly please with how it's coming out.
Enjoy.
All this was done in a day (off and on), so I'm fairly please with how it's coming out.
Enjoy.
Sunday, June 26, 2011
Flicker Test
Playing around with some effects in Max. No alphas all procedural materials and animations.
Wednesday, April 20, 2011
Bow High Poly Render 01
First pass at the HP version of this. Will us Alpha's for the fur spots. May take it to Zbrush from here. (Click images for larger versions... as usual.)


Wednesday, March 30, 2011
Tower Update
Little update. Have an idea to make it playable but need a udk programmer. Only has preview lighting and more details to come. Banners and flags are animated with cloth physics... video eventually.
Saturday, March 12, 2011
Tower Rework
Modified the tower a bit from the concept. Will make more sense based on how I'm building the environment around it. Now, on to the details and interior.
Friday, February 25, 2011
Saturday, December 18, 2010
Saturday, December 4, 2010
Landing Platform - WIP
A little something extra I've been working on. Not done, just finished the base textures for the platform only (not the center column or upper tier with the lights yet). Very basic lighting only. More soon...
Saturday, October 30, 2010
Wednesday, October 27, 2010
Wednesday, October 20, 2010
Blunderwagon 2.0 and Turbine Assault Vehicle

Gave the Blunderwagon a bit more personality. Both these are Steampunk so think Wood with lots of Brass.
The Turbine Assault vehicle is actually based more closely on how Steam Engines actually work with the piston resting on top of the wing and being driven by the large copper steam ball on the front.
Monday, October 11, 2010
Blunderwagon
I'm not sure why, but every project I'm on seems to be Steampunk related... This is a potential automated enemy. Fast attack, close range damage.
Friday, October 1, 2010
Troll Rendered
Progress update. Still tweaking it, but probably the last I'll post on him, all rigged up and ready to go... for whatever purpose. No real reason for this guy, just for fun taking an original concept all the way through to completion. The entire scene is about 5k poly. I could get him down to about 2.5k without issue I think ... but there's not much need for that these days.
Saturday, September 25, 2010
Troll 2.0
LP Model nearly done, sitting at ~3500 polys. Won't be unwrapping this, going to zbrush first. Most everything worked out as planned, eyes being the major change (mainly because I did them wrong in the drawing... a concept artist I am not!).
Friday, September 24, 2010
Saturday, September 11, 2010
Mantis
Been awhile since I posted something... Not quite done yet, but close. I've rigged him and finished off his idle animation.
Wednesday, April 28, 2010
Mercedes 250 - Details Added (some)
Man, there's a lot of parts on a car... Tons more to add, lots to fix, but I'm pretty happy with the progress so far. Again, this is the HP version.
Monday, April 26, 2010
Forklift - Take 1.
Something for a scene I'm going to be doing. It's a variation on a few different types of forklifts. The goal is something that fits within the Fallout 3 universe so feel free to comment if anything feels off. Again, this is pass #1, so there's a lot of detail missing yet.

Here's a wire I've not yet cleaned it up yet, but it's fairly low (under 4k polys) considering the player will be able to get up close and personal...

Here's a wire I've not yet cleaned it up yet, but it's fairly low (under 4k polys) considering the player will be able to get up close and personal...
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